We've got these lovely boxes now, but the problem is we're running right over them! That's not very fair, we need to give these boxes a deadly upgrade! Like we did before, we need to detect when there is some sort of crossover. To the player, they're given the illusion that they've "collided" with something, but really, we're just calculating positions, and, if crossing over each other, we just say they've collided.
The new code:
import pygame import time import random pygame.init() display_width = 800 display_height = 600 black = (0,0,0) white = (255,255,255) red = (255,0,0) car_width = 73 gameDisplay = pygame.display.set_mode((display_width,display_height)) pygame.display.set_caption('A bit Racey') clock = pygame.time.Clock() carImg = pygame.image.load('racecar.png') def things(thingx, thingy, thingw, thingh, color): pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh]) def car(x,y): gameDisplay.blit(carImg,(x,y)) def text_objects(text, font): textSurface = font.render(text, True, black) return textSurface, textSurface.get_rect() def message_display(text): largeText = pygame.font.Font('freesansbold.ttf',115) TextSurf, TextRect = text_objects(text, largeText) TextRect.center = ((display_width/2),(display_height/2)) gameDisplay.blit(TextSurf, TextRect) pygame.display.update() time.sleep(2) game_loop() def crash(): message_display('You Crashed') def game_loop(): x = (display_width * 0.45) y = (display_height * 0.8) x_change = 0 thing_startx = random.randrange(0, display_width) thing_starty = -600 thing_speed = 7 thing_width = 100 thing_height = 100 gameExit = False while not gameExit: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: x_change = -5 if event.key == pygame.K_RIGHT: x_change = 5 if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT: x_change = 0 x += x_change gameDisplay.fill(white) # things(thingx, thingy, thingw, thingh, color) things(thing_startx, thing_starty, thing_width, thing_height, black) thing_starty += thing_speed car(x,y) if x > display_width - car_width or x < 0: crash() if thing_starty > display_height: thing_starty = 0 - thing_height thing_startx = random.randrange(0,display_width) #### if y < thing_starty+thing_height: print('y crossover') if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width: print('x crossover') crash() #### pygame.display.update() clock.tick(60) game_loop() pygame.quit() quit()
The major update here is:
if y < thing_starty+thing_height: print('y crossover') if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width: print('x crossover') crash()
So, we're asking if y, the car's top left, has crossed the object's y + height, meaning the bottom left. If it has, then, for logic sake, we print that y crossover has occurred. Now, this doesn't mean there's necessarily overlap, maybe the x coordinates are vastly different and we're on opposite sides. So, then we need to ask if the objects are anywhere within each other's boundaries.